UE5-MAIN branch builds fine but cant open some projects with assertion error

Anyone else have this problem using the engine after succesfully build it?
If i open a blank project or the puzzle template it works fine, but if i try to open an existing 5.0 project or use any other epic templates to create a new project the engine crashes at 95% loading with this error


UnrealEditor_Core!FConsoleVariable<bool>::GetPlatformValueVariable() [E:\ue5source\UnrealEngine-ue5-main\Engine\Source\Runtime\Core\Private\HAL\ConsoleManager.cpp:556]
UnrealEditor_RenderCore!FShaderPlatformCachedIniValue<bool>::Get() [E:\ue5source\UnrealEngine-ue5-main\Engine\Source\Runtime\RenderCore\Public\RenderUtils.h:550]
UnrealEditor_Engine!FGPUBaseSkinAPEXClothVertexFactory::IsClothEnabled() [E:\ue5source\UnrealEngine-ue5-main\Engine\Source\Runtime\Engine\Private\GPUSkinVertexFactory.cpp:1213]
UnrealEditor_Engine!FSkeletalMeshObjectGPUSkin::ProcessUpdatedDynamicData() [E:\ue5source\UnrealEngine-ue5-main\Engine\Source\Runtime\Engine\Private\SkeletalRenderGPUSkin.cpp:685]
UnrealEditor_Engine!FSkeletalMeshObjectGPUSkin::UpdateDynamicData_RenderThread() [E:\ue5source\UnrealEngine-ue5-main\Engine\Source\Runtime\Engine\Private\SkeletalRenderGPUSkin.cpp:566]
UnrealEditor_Engine!<lambda_465020887a9e532308a20119da2809fd>::operator()() [E:\ue5source\UnrealEngine-ue5-main\Engine\Source\Runtime\Engine\Private\SkeletalRenderGPUSkin.cpp:447]
UnrealEditor_Engine!TEnqueueUniqueRenderCommandType<`FSkeletalMeshObjectGPUSkin::Update'::`2'::SkelMeshObjectUpdateDataCommandName,<lambda_465020887a9e532308a20119da2809fd> >::DoTask() [E:\ue5source\UnrealEngine-ue5-main\Engine\Source\Runtime\RenderCore\Public\RenderingThread.h:184]
UnrealEditor_Engine!TGraphTask<TEnqueueUniqueRenderCommandType<`FSkeletalMeshObjectGPUSkin::Update'::`2'::SkelMeshObjectUpdateDataCommandName,<lambda_465020887a9e532308a20119da2809fd> > >::ExecuteTask() [E:\ue5source\UnrealEngine-ue5-main\Engine\Source\Runtime\Core\Public\Async\TaskGraphInterfaces.h:980]
UnrealEditor_Core!FNamedTaskThread::ProcessTasksNamedThread() [E:\ue5source\UnrealEngine-ue5-main\Engine\Source\Runtime\Core\Private\Async\TaskGraph.cpp:753]
UnrealEditor_Core!FNamedTaskThread::ProcessTasksUntilQuit() [E:\ue5source\UnrealEngine-ue5-main\Engine\Source\Runtime\Core\Private\Async\TaskGraph.cpp:642]
UnrealEditor_Core!FTaskGraphCompatibilityImplementation::ProcessThreadUntilRequestReturn() [E:\ue5source\UnrealEngine-ue5-main\Engine\Source\Runtime\Core\Private\Async\TaskGraph.cpp:2115]
UnrealEditor_RenderCore!RenderingThreadMain() [E:\ue5source\UnrealEngine-ue5-main\Engine\Source\Runtime\RenderCore\Private\RenderingThread.cpp:377]
UnrealEditor_RenderCore!FRenderingThread::Run() [E:\ue5source\UnrealEngine-ue5-main\Engine\Source\Runtime\RenderCore\Private\RenderingThread.cpp:518]
UnrealEditor_Core!FRunnableThreadWin::Run() [E:\ue5source\UnrealEngine-ue5-main\Engine\Source\Runtime\Core\Private\Windows\WindowsRunnableThread.cpp:146]

This actually happens on all 5.x branches, even 5.0

C:\UnrealEngine\Engine\Source\Runtime\Core\Private\HAL
ConsoleManager.cpp :556

// check(IsInGameThread());

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This happens to me too when building the development editor.
It may happen because the check code is faulty.
you can try DO_CHECK 0 in the UE_BUILD_DEVELOPMENT section of:-
Engine\Source\Runtime\Core\Public\Misc\Build.h

or remove the line

check(IsInGameThread());
Engine\Source\Runtime\Core\Private\HAL\ConsoleManager.cpp : Line 556

Then rebuild the editor.
I am not a programmer, so it may break something else.

doing this actually fixes the problem, not sure if it causes anything else

It may be useful to follow the updates for the main branch.

There’s an open pull request that was created 10 days ago that mitigates this issue: https://github.com/EpicGames/UnrealEngine/pull/8738

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